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JUICE is a Java-based--and, therefore, cross-platform--utility for editing map files. It can't replace a dedicated editor like Forge, but it is capable of editing several aspects of map files, most of which are geared toward fixing and tweaking network maps. For example, you can edit existing and place new level objects; you can change monster and item parameters; you can do some things that no other editor will let you do. If you're a mapmaker who needs to edit these sorts of things, but without consistent access to a Macintosh, give JUICE a try.

2029 downloads,
6 reviews,
1 screenshot,
5.0 rating

This script adopts W'rkncacnter's CTF script to the newer API. See the readme, the original CTF script, and the Magenta Filter maps for more information.

Notes for version 1.0.3:

This release hopefully fixes out-of-sync issues. It also adds messages for all flag statuses (taken, dropped, returned, scored). There are also screen faders for these events. Finally, the alert sound no longer plays if a player is constantly picking up his own flag (i.e. when it continuously respawns on the base polygon).

3323 downloads,
4 reviews,
1 screenshot,
5.0 rating

Notes for version 666a9bed:

So Underworld isn't totally dead yet. I do make levels occasionally, and I've added two to this version: Parc and The Multiplex.

Parc was formerly known as Pillow, and has seen a few small-but-helpful improvements since its original appearance on Pfhorums. The Multiplex was my contest map for Ryoko's 2008 Summer mapmaking contest; it didn't even get into the Victory Dance VI pack, so I thought I'd release it here for posterity.

Notes for version 7.0:

2547 downloads,
6 reviews,
49 screenshots,
4.2 rating

POWERS is a new kind of Marathon gameplay. Instead of having an arsenal of weapons, the player carries only what is inside his mind—his POWERS.

POWERS works under Aleph One with any Marathon scenario, and, in theory, any game type. However, the best way to use your new POWERS is with a friend in Co-op mode! New challenges await you in your favorite levels, and you might find that your POWERS even enhance levels you never appreciated before. Just use the POWERS Lua script when you play!

1518 downloads,
1 review,
1 screenshot,
4.0 rating

Formerly called "Rejects," PRAHBLUM PEAK is the set of maps I culled from Underworld as I built that pack up to its glorious state. These aren't necessarily that bad, and I'm putting them online because there is (or was, at one point) a demand from some fans of my levels. These were usually the cheap players who loved how horrible the balance was, but I still appreciate their support. The README goes into pretty good detail for every level.

PP 304f6855 has six levels.

1565 downloads,
2 reviews,
6 screenshots,
3.5 rating

This is the original READ ME!!!!!!!!!!!!11 for RKYOKOTK's CARNAGE VILA 46!

Notes for version 3.0:

yo i tried real fame and fortune, but the reviewer YOULOVEME was all like YO DIS GAME IS DEAD and i was like SHEEIT DAWG THEN WHY U REVIEWIN and he was like J'ACCUSE and i tried askin wut was wrong then he said DAMN I TAKE JOKES SERIOUSLY FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK so we laughed bout that but he stopped laughin and said U WORSHIP THE DEVIL so i told him DAWG DAT WAS 2.5 YEARS AGO DAYUM

kawaiipet knew what he was doing. wrk knows even more what he's doing. remember team fortress classic? and those dumb physics let you fly around using grenades without dying? and your wildest dreams came true? that's how the olympics are in wrk's and kawaiipet's mind. the path around a sphere crosses itself and now we're back where we started. try it.

p.s. fuck survival
p.p.s. needs robert tag

wrk's view on the matter: "maybe if i actually finish it someday it'll be worthy of the robert tag"

To an extent I haven't seen in other scripts, Kill With Style's effect on gameplay varies with the level you play it on. In some cases, you'll more or less play as you always do. In the more fun instances, you'll end up chasing each other up and down the same staircase, going in circles until one of you can line up a good shot. It's a hell of a lot of fun.

One might argue whether "being impressed" means much in the context of seven-polygon levels. After all, they're bound to be relatively primitive, aren't they?

Yes and no. There's a difference between overcoming obstacles and stopping well short of them, and while these levels are probably at least as good as very early fan works for the first Marathon, what does that really say about them?

The good: given two skilled players, and a pact between them not to kill a newly-spawned player on sight, you can have fun here. Many of the levels places hold up under these two rules. In particular, The Alley Gorey, Lobes and Pfhishes, and The Bilateral Commission are the best for these types of games. Lobes and Pfhishes is the most varied and offers the best cover, while the other two can house frenetic games. Shading is paid due. CC has applied textures with admirable workmanship. Hamilton's Unfinished Cycle also features a nice trap where the invisibility powerup spawns, preventing players from following one another around for the kill.

But that's not enough. Even under the kindest circumstances, there will be frustrating games. In all levels, ammunition and weapons are sparse, meaning that more often than not you'll be on the giving or receiving end of a shotgun-vs.-pistol slaughter. Spawns will occur within sight of roaming enemies. Architecture is often boring, small, or, even more often, both. Without exception, maps have one or two separate levels. Often these are accessible by an easy-to-cover range of entrances, meaning the player on top tends to stay on top. Players don't have much choice when attempting to dodge enemy fire and often the first person to score a hit is the winner. This is a regression to the most boring aspects of early Marathon mapping, not the transcendence of self-imposed boundaries.

Yes, this review is about four years too late. I thought it would be good in any case to counter the positivism from other reviewers with something a bit more realistic.

Good maps are still being made. These put mine to shame, and remind me in many cases of Red Spectrum crossed with M2 and M1. Favorite: The Cylindrical. Great look, very vertical, and fun. Something I would have liked very much to play when I was more active.

I won't hide the truth and pretend this was meant to be serious. We all know what W'rkncacnter does. How can we not? These short levels show more humor and cleverness than certain others give him credit for.

Destiny's negative comments about himself notwithstanding, there are some genuinely interesting moments here, especially in the first real level, "ᑥ." The puzzling jump sequence provided me with more entertainment than I've had in a long time.

Puzzles such as this level's final room, or challenges such as the last room in "Thank You For Registering," are unsolvable. That is their attraction. This is worth the short time it will take for you to "get it."

Destiny and I are bitter enemies and I hate him forever and ever. That said, I was surprised with the quality of this pack. It has problems, but if Destiny keeps mapping, he might learn how to avoid mistakes like these in the future.

"Mr. Roger's battle world" is simple and symmetrical; therefore, it's also monotonous. The texturing, lighting, and sounds are adequate, and he's even done a good job with the notorious Pfhor texture set. There are plenty of weapons, but I have a problem with his inclusion of the invisibility powerup. A player who gets this and shotguns will probably have a very long run on this level, especially because there's a health recharger in the lower area.

"Playing, at night" is the labyrinth thermo and time chose to poke fun at, and with good reason. This level's competent texturing and sounds are overshadowed by the level's design. It's a senseless maze, definitely not something I'd want to throw a mere four players into. The lighting encourages everyone's favorite pastime, camping, but so does the structure. Destiny seems to get an OK idea for a room or two, and then goes on to replicate it over and over until it's the whole map. I did like the floating bones area.

"Battle at hill 21" is another symmetrical monster. Destiny also has a penchant for sharp corners in his levels, which is a good way to snag players and piss them off. The southern area of the map has tons of these. He also put so many shotguns and shells around the level I had to wonder why there was any other weapon, and I ran across an invincibility powerup. He needs to work on balance. The pedestals in some of the corner rooms were a bit too tall: if I ran over one of them, my head got snagged for a second on the skylight above. Players will die this way. I understand the general idea of the level, which is a big battle, and the main arena conveys this idea pretty well. It even has some trenches that add a nice touch, even if that touch is of questionable use. I expected the structure at the center to have a little more to it, or to be elevated at the very least.

"We're waiting for the boxes" is just a rectangle with some elevated areas and lots of irritating platforms and jumps. The Jjaro textures look bad, because I think he chose the wrong ones - Jjaro is a tricky set to use, but with the right (non-tan) colors, it can look nice. Anyway, probably the worst in the pack, but it's got stiff competition in the form of "Playing, at night."

If Destiny can get over his obsession with symmetry, repetition, and lack of variety in elevations, he might be able to make some good maps. Players might have fun on these, but not as much as on other levels.

The mapper clearly knows what he's doing aesthetically, but I have an issue with the map's layout. It is open enough that a player can spawn-kill just about everyone using time-honored tools like the shotgun and the rocket launcher. The curves introduced by those hearts also take a huge toll on my admittedly weak computer's framerate. It seems to me that a better map would come out of breaking this one up a bit, in order to fix both issues. However, since it's clearly a theme level, I'm not too bothered. I think the mapper has the potential to make more "serious" levels that I'd actually want to play. Nice HUD.

This level is unattractive for numerous reasons. It is split between a cramped maze with 5D touches and an inverted ziggurat "arena." Both areas look absolutely horrible, as the textures are some of the blandest in the Water set. The mapper chose to use the default (paved) floor texture, which almost always looks bad, but is even worse in the "arena." Lighting appears to be fullbright everywhere. The mapper seems to have given little or no thought to actual gameplay balance. He attempted admirable innovation in creating a dichotomy of fighting style, but he seems to have neglected tactics such as running to the arena, grabbing the shotguns, and then camping in the maze area. Other players might wait in the arena for people to teleport in, for the helpless teleporter has a very small chance of even seeing his attacker before it is too late. In a duel, I can see one player following one strategy while the other does the opposite, thus creating a game in which nothing happens. There is no fun in running around mazes, and 5D space is a novelty only to those who have not "enjoyed" its extensive use in real network play. While I'm sure the creator envisioned tense shootouts in this area of the level, the more likely case is camping and goose-chasing. The arena is similar to an arena level I once saw for the original Marathon, which used almost the exact structure seen here. This is not a compliment. Neither is the fact that the M1 version looked a whole lot better. The mapper would do well to make an extensive study of game balance in post-Infinity network levels, and to practice more attractive texturing and lighting practices. The time it took to review this is probably more than anyone would want to spend playing it, and that's not a long time at all.

Only four spawn points, one in the ceiling: these are the least of this level's worries. The haphazard and very sparse placement of weapons and ammunition is only made worse by the frequent appearance of 1x and 2x cans, which essentially render useless all weapons but the TOZT and the WSTE. These weapons are useless in their own special ways: The TOZT is almost impossible to reach thanks to excrutiatingly slow elevators, and the WSTE ammunition never respawns. The eastern and western spawn points are next to pistols, sure to be a hit if anyone should start in this area. The alien weapons these players might seize do not come back, which means anyone who spawns in these places after about a minute is fucked. The hill, like the TOZT, is only accessible via the slow elevators, but whoever makes it up there is guaranteed to stay there. He'll have the flamethrower and up to four cans of ammo to fend off anyone who tries to come up. This lack of balance finds analogues in solo play. I seriously doubt the mapper tested this level in Total Carnage, where spawning from the ceiling almost always dooms the player to failure. If he can survive the first second or so he spends on the ground, he has to contend with choke points, thanks to the poorly-placed scenery objects. Of course, since there's no real goal if you play this as a solo level there's no need to play past the first 20 or so seconds. The overall design is bland: we have a symmetrical room split into four main sections, with a central area that mainly serves to break the room up. The only positive things I can say are that the texturing is more attractive than I expected, and the lighting is OK. This level is not worth downloading or playing for these features. This level is not fun for any of the game types it supports.

MapDamager is Enterprise-Grade Software; just found out DESTINY MapDamager Lua

If you're a fan of such applications as the Apache web server, OS/2, CDDA, electrostatic speaker, and the metric system, you already know what open-source software can do to kick-start a revolution. MapDamager takes everything so much farther, it pushes the envelope unlike any other Web 2.1 AJAX platform API out there.

For starters, some people have been too kind in reviewing other map-changing scripts (something about VISUAL CODE seems to make the proletariat wet its panties). Let me tell you, brothers, that the only good map is a Damaged map.

W'rkncacnter cooks up his super-special byte-coded chocolate chip pancakes with a few simple commands that leave me as breathless as a spring sapling on a sunny joyride through the Bubbling Creek just outside Fort Bend, Georgia. Within moments of init() we see things no one has had the balls to show us before.

YOU LIKED JUICEREPORTE? YOU LIKED RUBICON? YOU LIKED ME? YOU WILL LIKE THIS PLEASE DOWNLOAD OH GOD!!!

I'm just kidding. I'm actually very impressed with this pack. The first two maps seem a little rough, and there's a headbanger poly on the first level (poly 93 is too low when you're coming down the nearby stairs); I think the impression of roughness comes from the lighting, which is not very differentiated from one area to another.

The last three levels, however, are just superb. They make me think of Coriolis Loop, with their nuanced architecture, large horizontal and vertical spaces, and general coolness. Bonus points for your usage of multiple texture sets in some of the levels; it's subtle enough that it doesn't look out of place. Please make more maps!

This edition of the contest map collection isn't as good or big as past ones have been, but it's still more solid than most independent maps of recent times are. I wouldn't say this contest brought out the best in me, but it got me back into mapping, which is a feat of its own.

The other reviews capture how I feel about the flaws in this pack. Otherwise, I think it's a really neat collection unlike most of what we have today. It's a reminder of simpler times, maybe. For the kinds of games I play now (very casual), the lack of weapons isn't so bad.

I also agree with Treellama; pare it down do the maps you think are essential and then work on those.

While I'm really an addict of the older kind of maps, namely my own and those from Ryoko's Red Spectrum, I can't help but gape at these immensely pleasing levels. They seem a little more complex than what I generally look for, and I'm not a large game nut, but damn, these are fine.

About a year ago, Ryoko and I were talking about how pleased we were with our map packs. He said something to the effect of, "These maps might look shoddy in comparison to future maps" in defense of older packs like Coriolis, whose popularity I couldn't understand. I disagreed with him at the time: Underworld and Red Spectrum were never to be eclipsed.

Good work so far, but I, like Treellama, have a few things to say. First of all, The main page map order doesn't really seem to have any set pattern. I think it would benefit from some organization, and perhaps truncating or eliminating the summary (from the front-page) altogether--this would save space and make the page less confusing.

I know searching is coming soon, so I won't talk any more about that. The only other miscellany I can think of right now is that version numbers on files since the 1.0 release have gotten messed up. For example, in JUICE, Treellama actually rated v1.1, while Ryoko was the one who rated v1.0, but they are swapped.

I've never had so much fun in solo Marathon (or been so frustrated) as with the levels in this pack. The hard and twitchy gameplay on Total Carnage is the only thing so far that has inspired me to vid. If you want some great solo play with minimal background (or foreground), go for KTA.

We never expected such a great contest. The Marathon community really showed what it can do with the seven winners in this pack. While the top four maps can be found elsewhere, Victory Dance III is still an excellent contest compilation. I can't wait for V.D. IV!

We never expected such a great contest. The Marathon community really showed what it can do with the seven winners in this pack. While the top four maps can be found elsewhere, Victory Dance III is still an excellent contest compilation. I can't wait for V.D. IV!

I've never had so much fun in solo Marathon (or been so frustrated) as with the levels in this pack. The hard and twitchy gameplay on Total Carnage is the only thing so far that has inspired me to vid. If you want some great solo play with minimal background (or foreground), go for KTA.